SpellTweakPack release? |
The Black Wyrm's Lair Terms of Use | Help Search Members Calendar |
SpellTweakPack release? |
Nov 20 2012, 05:49 PM
Post
#1
|
|
Forum Member Posts: 41 Joined: 27-September 07 |
Hey,
still checkng in every 6 months or so, looking for updates. Will the Spell Tweaks be released any time soon? Thx |
|
|
Nov 23 2012, 09:06 PM
Post
#2
|
|
Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Hi Marvin,
Thanks for checking every now and then! I've moved to Sweden, and life right now is hard to adjust, so I cannot make any guarantees or promises on dates! But I haven't left the modding scene nor do I plan to do so in the near future. So a release is imminent. Once I do release Tweaks (as well as a new version of SpellPack), they will be made compatible with BG:EE from the start. -Galactygon -------------------- |
|
|
Nov 27 2012, 08:57 PM
Post
#3
|
|
Forum Member Posts: 41 Joined: 27-September 07 |
Great news!
Have fun in Sweden Greetings, Marvin |
|
|
Dec 18 2012, 05:43 PM
Post
#4
|
|
Forum Member Posts: 41 Joined: 27-September 07 |
Just out of curiosity, is there any way to get the graphics and sound tweaks implemented without changing the actuals spells? What would happen if I just copied all the .bam and all the sound files into the override folder? If that does not work, what would I have to do to make it work?
Thx, Marvin |
|
|
Dec 18 2012, 08:56 PM
Post
#5
|
|
Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
You could copy the .bam files to your override folder, and you will see some changes. Many of the changes are done with mass patching, so you will not enjoy those benefits. I can't tell for certain what changes you will see, you will have to experiment them yourself.
As for sounds, you will have to convert them from .ogg to .wav or .wavc before placing them in the override folder for them to work. -Galactygon -------------------- |
|
|
Dec 19 2012, 07:55 PM
Post
#6
|
|
Forum Member Posts: 41 Joined: 27-September 07 |
Yeah, I tried that once, but some of the most beautiful effects don't work that way. Will I have better chances if I edit the .tp2?
Let's just say I wanted to cross out any spell-changes other than graphics and sound from this entry: //\\ //\\ //\\ Fireball //\\ //\\ //\\ BEGIN @23040 DESIGNATED 2304 GROUP @20001 REQUIRE_FILE ~Data/25Dialog.bif~ @2 // ToB check OUTER_SPRINT add_spell_ids "WIZARD_FIREBALL" OUTER_SPRINT add_spell_res "SPWI304" OUTER_SPRINT add_spell_scroll "*" LAUNCH_ACTION_MACRO ~APPEND_LCLIST_SPELLS~ COPY ~SpellPackB6/SpellsAndEffects/Wizard/Level03/Spell_Fireball~ ~override~ ACTION_IF !(FILE_EXISTS ~override/SPRDRASI.bam~) BEGIN COPY ~SpellPackB6/SpellsAndEffects/CommonEffects/Fireball~ ~override~ END COPY_EXISTING ~SPWI304.spl~ ~override~ SAY NAME1 @23040 SAY UNIDENTIFIED_DESC @23041 // Fireball description change // Miloch's code that restores BGI fireball PATCH_IF (SOURCE_SIZE > 0x71) BEGIN //Protects against invalid files READ_LONG 0x64 oa //Abilities offset READ_SHORT 0x68 na //Abilities count FOR ( lp = (oa + ((na -1) * 0x28)); lp > (oa - 1); lp -= 0x28) BEGIN READ_SHORT (lp + 0x26) pj //Projectile PATCH_IF (pj = 234) BEGIN //If projectile set to new fireball WRITE_SHORT (lp + 0x26) 38 //Set projectile to old fireball END END END BUT_ONLY_IF_IT_CHANGES // Changing old BG Fireball to 20-foot radius explosion with BG1 sounds, changing fireball's explosion graphics to // dragonfire (which in turn is overriden by the old graphic, but is denser), and setting the explosion .vvc COPY_EXISTING ~FIREBALL.pro~ ~override~ REPLACE_TEXTUALLY ~TRA_06~ ~LCT_06~ // BG1 launch sound REPLACE_TEXTUALLY ~EFF_M21~ ~LCE_M21~ // BG1 explosion sound READ_SHORT 0x8 pro_type PATCH_IF (SOURCE_SIZE > 0x200 AND pro_type = 3) BEGIN // If area of effect // Area of effect is smaller WRITE_SHORT 0x204 171 WRITE_SHORT 0x206 171 WRITE_BYTE 0x217 15 // Change the explosion animation to dragonfire READ_SHORT 0x200 pro_flags WRITE_SHORT 0x200 (pro_flags BOR 0b0000010000000000) // Enable .vvc to be played WRITE_ASCII_TERMINATE 0x21c "SPFIREPI" // Change the explosion animation to dragonfire WRITE_SHORT 0x21a 79 // Explosion should be dodgeable END BUT_ONLY_IF_IT_CHANGES COPY_EXISTING ~SCRL1G.itm~ ~override~ ~SCRL5Z.itm~ ~override~ SAY NAME2 @23040 SAY DESC @23041 // Scroll of Fireball // Fire-based creatures are immune to fireball. OUTER_SPRINT race_immunity_table "RACESENSITIVE_FIREBALL" LAUNCH_ACTION_MACRO ~ADD_RACE_SENSITIVE_EFFECTS~ // List of sounds we are going to use ACTION_CLEAR_ARRAY ~sounds~ ACTION_DEFINE_ARRAY ~sounds~ BEGIN ~LCE_M21~ ~LCT_06~ END LAUNCH_ACTION_MACRO ~AUDIO_SETUP~ What do I need to cancel to acheive this? Or is such an approach useless? What if I replace the .spl files from your mod with the standard spells from bg2? Would that work? Thx for your great help! |
|
|
Dec 20 2012, 03:57 PM
Post
#7
|
|
Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Here the area of effect of the fireball is changed by patching the .pro file, so you will have to go into the .tp2 file and comment out those lines that change the area of effect. I'm being as transparent as possible in my code, and label what things do, so you could go in and disable that part of the code without breaking anything else.
You simply need to place a "//" at the beginning of the lines you wish to disable. In this case, it's this part of the code you would need to change: CODE // Area of effect is smaller // WRITE_SHORT 0x204 171 // WRITE_SHORT 0x206 171 -Galactygon -------------------- |
|
|
Nov 10 2013, 07:39 PM
Post
#8
|
|
Forum Member Posts: 41 Joined: 27-September 07 |
Hey Galactygon!
As promised, I'm checkin in again So, about that TweakPack... Any chance we'll see a release anytime soon =D? Don't wanna push you, but I'm really looking forward to playing it. Regards, Marvin |
|
|
Nov 11 2013, 09:51 PM
Post
#9
|
|
Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Hi Marvin thanks for checking in again! That being said, I cannot give you a release date estimate at the moment; I am living through difficult times.
I still check back from time to time and answer any questions. -Galactygon -------------------- |
|
|
Nov 24 2013, 08:10 PM
Post
#10
|
|
Mod Developer Posts: 210 Joined: 3-December 05 |
Like Marvin, I am also checking from time to time
I wanna try the new version in BGEE to see if I still have performance problem (not due to my high-end PC for sure). Along with Spell Revisions, this game really needs those mods because vanilla spells are so imba. This post has been edited by aigleborgne: Nov 24 2013, 08:11 PM |
|
|
Apr 12 2014, 02:48 PM
Post
#11
|
|
Forum Member Posts: 41 Joined: 27-September 07 |
Hi,
as always, I just wanna ask about any progess. Can we hope for a release? |
|
|
Apr 20 2014, 06:30 PM
Post
#12
|
|
Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
No progress yet unfortunately, I can't make any promises now!
-Galactygon -------------------- |
|
|
Feb 5 2015, 03:21 PM
Post
#13
|
|
Forum Member Posts: 41 Joined: 27-September 07 |
Wow, it's almost been another year. Any updates Mr. G?
|
|
|
Feb 11 2015, 06:15 PM
Post
#14
|
|
Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
I was able to recover all of my old files just over a month ago so I plan to be back in full swing sometime soon - cannot promise when, but sooner than anytime during the past 5 years.
-------------------- |
|
|
Feb 12 2015, 03:03 PM
Post
#15
|
|
Forum Member Posts: 41 Joined: 27-September 07 |
Great news man. Keep it up!
|
|
|
Mar 22 2015, 04:29 PM
Post
#16
|
|
Forum Member Posts: 1 Joined: 22-March 15 |
Hey, does anybody know where the B5 or B6 version can be downloaded these days? Google comes up with nada except BlackWyrm, but the download link here is broken. Cheers!
EDIT: For anyone looking for a working link, here is the one I used http://galactygon.blackwyrmlair.net/SpellP...SpellPackB6.exe This post has been edited by Monkey_King: Mar 22 2015, 05:04 PM |
|
|
Mar 22 2015, 07:33 PM
Post
#17
|
|
Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Yes, that above link works.
-------------------- |
|
|
Jul 29 2015, 12:34 PM
Post
#18
|
|
Forum Member Posts: 2 Joined: 29-July 15 |
Link still working - Thank you for this release.
|
|
|
Jul 29 2015, 08:01 PM
Post
#19
|
|
Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Hope you enjoy playing it!
-------------------- |
|
|
Feb 12 2016, 09:13 AM
Post
#20
|
|
Forum Member Posts: 41 Joined: 27-September 07 |
It's been another year to the day! My last post was on Feb 12, 2015
So are there any exciting news on Feb 12, 2016? Best wishes, Marvin This post has been edited by Marvin: Feb 12 2016, 09:13 AM |
|
|
Lo-Fi Version | Time is now: 16th November 2024 - 01:37 PM |